Documentation ¶
Index ¶
- Constants
- func ReadUIntFromBuffer(bytes []byte, offset uint, size IntType) uint
- type GameReader
- func (gd *GameReader) GetData() data.Data
- func (gd *GameReader) GetKeyBindings() data.KeyBindings
- func (gd *GameReader) GetPlayerUnit(playerUnit uintptr) data.PlayerUnit
- func (gd *GameReader) GetPlayerUnitPtr(roster data.Roster) (playerUnitPtr uintptr, corpse data.Corpse)
- func (gd *GameReader) GetSelectedCharacterName() string
- func (gd *GameReader) InCharacterSelectionScreen() bool
- func (gd *GameReader) InGame() bool
- func (gd *GameReader) Items(pu data.PlayerUnit, hover data.HoverData) data.Items
- func (gd *GameReader) Monsters(playerPosition data.Position, hover data.HoverData) data.Monsters
- func (gd *GameReader) Objects(playerPosition data.Position, hover data.HoverData) []data.Object
- func (gd *GameReader) TerrorZones() (areas []area.ID)
- type IntType
- type ModuleInfo
- type Offset
- type Process
- func (p Process) Close() error
- func (p Process) FindPattern(memory []byte, pattern, mask string) uintptr
- func (p Process) GetPID() uint32
- func (p Process) ReadBytesFromMemory(address uintptr, size uint) []byte
- func (p Process) ReadStringFromMemory(address uintptr, size uint) string
- func (p Process) ReadUInt(address uintptr, size IntType) uint
Constants ¶
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const ( Uint8 = 1 Uint16 = 2 Uint32 = 4 Uint64 = 8 )
Variables ¶
This section is empty.
Functions ¶
Types ¶
type GameReader ¶
type GameReader struct { Process // contains filtered or unexported fields }
func NewGameReader ¶
func NewGameReader(process Process) *GameReader
func (*GameReader) GetData ¶
func (gd *GameReader) GetData() data.Data
func (*GameReader) GetKeyBindings ¶
func (gd *GameReader) GetKeyBindings() data.KeyBindings
func (*GameReader) GetPlayerUnit ¶
func (gd *GameReader) GetPlayerUnit(playerUnit uintptr) data.PlayerUnit
func (*GameReader) GetPlayerUnitPtr ¶
func (*GameReader) GetSelectedCharacterName ¶
func (gd *GameReader) GetSelectedCharacterName() string
func (*GameReader) InCharacterSelectionScreen ¶
func (gd *GameReader) InCharacterSelectionScreen() bool
TODO: Take a look to better ways to get this data, now it's very flakky, is just a random memory position + not in game
func (*GameReader) InGame ¶
func (gd *GameReader) InGame() bool
func (*GameReader) Items ¶
func (gd *GameReader) Items(pu data.PlayerUnit, hover data.HoverData) data.Items
func (*GameReader) TerrorZones ¶
func (gd *GameReader) TerrorZones() (areas []area.ID)
type ModuleInfo ¶
type ModuleInfo struct { ProcessID uint32 ModuleBaseAddress uintptr ModuleBaseSize uint32 ModuleHandle syscall.Handle ModuleName string }
func GetProcessModules ¶
func GetProcessModules(processID uint32) ([]ModuleInfo, error)
type Process ¶
type Process struct {
// contains filtered or unexported fields
}
func NewProcess ¶
func NewProcessForPID ¶
func (Process) FindPattern ¶
func (Process) ReadBytesFromMemory ¶
func (Process) ReadStringFromMemory ¶
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